Warhammer 40,000: Combat Patrol – your first game step by step
A solid guide for a complete beginner: how to set up the table, how to play a turn, how to think about objectives, and how to handle your first battle without chaos.
What Combat Patrol is and why it’s the best way to start
Combat Patrol is the simplest and most accessible way to start playing Warhammer 40,000.
You don’t have to deal with a large army, a complex army list, or dozens of equipment variants. Each Combat Patrol box works as a ready-made smaller army prepared for play. Thanks to that, you can focus on what matters most: how a turn works, how to move on the table, how to shoot, how to fight, and most importantly how to win through objectives and points.
This is especially important for a beginner. Full-scale 40K can feel complex at first glance and overwhelming due to the number of options. Combat Patrol solves this problem. It gives you a smaller army, fewer rules, and still a real Warhammer experience. It teaches you the right habits from the start.
What the goal of the game is
Not to kill as much as possible. To win the mission.
This is the very first thing a new player needs to remember. In most cases, Warhammer 40,000 is not won simply by removing as many enemy models as possible. It is won through points. You mainly gain them by holding objectives, controlling key areas of the table, and fulfilling mission conditions.
This means that even if you shoot more of your opponent’s army, you can still lose if you fall behind on scoring. And on the other hand — sometimes it’s enough to attack less, but stand in the right places, force your opponent to react, and survive smartly into the next turn.
- capture objectives in time,
- hold them with units that can survive,
- shoot and fight where it helps your scoring,
- don’t give your opponent free points.
What you need for your first game
For your first battle, you don’t need a perfect tournament setup. A solid foundation is enough.
Ideally two complete Combat Patrol boxes.
You’ll be rolling constantly in Warhammer.
All movement and distances are measured in inches.
Without obstacles, ruins, and cover, the game works worse.
So you know what your units can do.
So it’s clear how scoring works.
How to set up your first table
The quality of the table affects the quality of the whole first game more than you might think.
If the table is empty and open, the game often turns into a simple shootout. That’s not ideal. Warhammer works best when there is enough terrain on the table, and units have to decide where to move, where to hide, and how to open firing lines.
How to read a datasheet
A datasheet is a unit’s card. If you can read it, you know what your unit should do.
| Element | What it means | What to take away from it |
|---|---|---|
| M | Movement – movement | Determines how quickly the unit gets where you need it. |
| T | Toughness – durability | The higher it is, the harder the unit is to wound. |
| Sv | Save – saving throw | Shows how well the model can defend against hits. |
| W | Wounds – health | How much damage the model can take before it falls. |
| OC | Objective Control | How well the unit holds objectives. Very important for scoring. |
| Abilities | Special abilities | This is often where you find what makes the unit unique. |
How a turn works
Warhammer is easy to follow mainly because each round runs in the same order.
Once you experience the individual phases, the game will stop feeling chaotic. It’s not about memorizing everything immediately in your first game. What matters is understanding the logic: the start of the turn prepares you, movement opens options, shooting removes problems, charge gets you into combat, and fight resolves melee engagements.
1. Command Phase – start of the turn and planning the round
This isn’t just where you do “some technical things”. This is where your plan begins.
At the start of the turn, you gain resources and resolve rules that activate in this phase. But for a new player, something else is much more important: this is where you should clarify what you want to achieve this round.
- Do I want to take the center?
- Do I want to hold my home objective and just weaken the opponent?
- Do I want to push this turn, or rather survive and score?
2. Movement Phase – this is where most of the game is decided
Movement in Warhammer is much more important than a beginner usually thinks.
In the Movement phase, you’re not just deciding where to move your models. You are actually deciding:
- who will stand on the objective,
- who will be in cover,
- who will have line of sight to a target,
- who will be within charge range,
- and who will remain too exposed.
Poor movement is often the reason why a beginner loses even a good position. A unit moves too far forward, gets shot off the table, loses an objective, or blocks its own next move. Good movement, on the other hand, creates pressure while keeping your army alive.
✅ moving in a way that gains you points, cover, and a better next turn
3. Shooting Phase – shoot where it actually matters
Shooting is not about rolling as many dice as possible. It’s about choosing the right target.
When the Shooting phase comes, don’t just look for what is closest or what looks biggest. Think about what is actually a problem:
- which unit is holding your opponent’s objective,
- which unit threatens your scoring the most,
- which unit you need to weaken before a charge,
- where removing a few models will change the situation on the table.
A very common mistake is shooting at multiple different targets and finishing none of them. It is often much better to focus fire where you will actually create an effect.
4. Charge Phase – only go into combat when it makes sense
Charge is a powerful tool, but not every opportunity to charge is a good idea.
Melee combat can turn the entire game. You can push your opponent off an objective, finish a weakened unit, or lock them in place. But at the same time, you often expose your own models to risk. If you don’t think your charge through, you may get into combat but gain nothing — and pay heavily for it in the next turn.
- charge when it takes an objective,
- charge when it finishes an important target,
- charge when it locks a dangerous unit,
- don’t charge just because “it happens to work”.
5. Fight Phase – close combat and decisive engagements
In melee combat, it’s often not just the unit’s strength that matters, but when and why it is there.
The Fight phase is where battles for the center, objectives, and key unit survival are decided. For a beginner, it’s important not to treat melee as an isolated moment of “now we roll dice”. Think about what happens after the fight.
- will my unit remain in the right position after the fight?
- if I don’t destroy the opponent, will it cost me next turn?
- does this fight help me score, or does it just look impressive?
How an attack works step by step
Once you understand this sequence, you’ll understand half of the entire game.
How to remember it in the simplest way
Hit: did I hit?
Wound: did I overcome the target’s toughness?
Save: did the opponent defend it?
Damage: how much did they actually lose?
Strength vs Toughness: why some weapons aren’t for everything
In Warhammer, it is very important to choose the right targets for the right weapons.
If a weapon’s strength is high compared to the target’s toughness, you will wound it more easily. If it is low, you will need a better roll and the attack will be less reliable. This means that not all weapons should be shooting at the same targets.
Light infantry weapons are usually great against weaker infantry. Heavier weapons handle elites, monsters, or vehicles better. A beginner often makes the mistake of focusing everything on the biggest enemy, even when their weapons are not effective against it.
Cover and terrain: without them, the game doesn’t work well
Terrain is not decoration. It is one of the most important parts of the entire battle.
Cover protects your units, ruins block line of sight, obstacles slow attacks, and good use of the table determines who has the advantage in the next turn. Those who know how to use terrain survive longer and make fewer mistakes.
- keep important units in cover,
- advance through terrain, not across open ground,
- use ruins as protection and as a way to open up shooting lanes,
- don’t expose yourself to the entire enemy army at once.
Special abilities: what to really watch in your first game
Each patrol has its own tricks. But for your first battle, you don’t need to know everything.
Instead, before your first game, choose just a few rules that you will actually use often. These are usually:
- Leader – a character that supports a unit,
- Deep Strike / Reserves – a unit that can arrive later,
- Lethal Hits / Sustained Hits / Devastating Wounds – rules that increase the power of attacks,
- Scout / Advance / Fall Back – abilities that change movement and the pace of the game.
Stratagems and Command Points
Stratagems are small tricks that can change a very important moment of the game.
You use Command Points to activate stratagems. A beginner typically makes one of two mistakes: either they spend them on every small thing, or they save them so long that they end up unused.
The right approach is simple: use CP where they actually change the situation.
- defending an important unit,
- rerolling a key roll,
- finishing a decisive attack,
- saving an objective or a key position.
How to play your very first game
Here is a simple plan you can follow to successfully handle your first game.
How to think during your turn
A strong turn is not a series of random actions. It is one connected plan.
Most common beginner mistakes
If you avoid them, your first games will be significantly better right away.
A unit threatens something but dies immediately.
You kill, but you don’t score points.
You shoot where it doesn’t change anything important.
You get into combat but gain nothing from it.
Your unit could do more, but you don’t use it.
You skip a step and get confused in the rules.
3 rules that will help you win more games
If you stand in the wrong place, no amount of shooting will save you.
Good positioning reduces the impact of bad rolls.
Without scoring, you won’t win even if your opponent loses more.
What to remember as the absolute basics
Shooting and combat should support objectives.
Good positioning creates good attacks.
Exposed units die quickly.
Choose your targets wisely.
Don’t go into combat automatically.
Don’t spend them without a plan.
Why Combat Patrol is the ideal first step into Warhammer
It is faster, clearer, and teaches exactly the fundamentals you will later use in larger games.
Combat Patrol teaches you to read datasheets, understand turn order, think about movement, handle objectives, choose targets, and use basic stratagems. That is exactly what you need. Once you master this, transitioning into larger Warhammer 40,000 games won’t be a shock, but a natural next step.
Start playing
Choose your army, put it on the table, and play your first battle.
Once you understand turn order, movement, objectives, cover, attacks, and proper use of CP, you will have a solid foundation for every future game.
And that is exactly the goal of this article:
so that you read it, put your army on the table, and no longer feel lost — but ready.
